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Google登录

使用Google账号登录的API。

URL确认

此API使用 service-account.playnanoo.com 域名。

API信息

  • URL: https://service-account.playnanoo.com/api/v20240401/google/signin
  • Method: PUT
  • 需要认证: 否

请求参数

参数类型必填说明
linked_idstring必填Google ID Token
platformstring必填平台 (例如: "aos", "ios") - 自动包含
device_idstring必填设备唯一ID - 自动包含
device_modelstring必填设备型号 - 自动包含
device_osstring必填设备OS - 自动包含
device_languagestring必填设备语言 (例如: "KO", "EN") - 自动包含
自动包含的设备信息

使用FPlayNANOOHelper::CreateRequestBody()时,platform、device_id、device_model、device_os、device_language将自动包含。

响应数据

Token信息

  • AccessToken: 访问Token
  • RefreshToken: 刷新Token

Player信息

  • UserUniqueID: 用户唯一ID
  • OpenID: Open ID
  • Nickname: 昵称
  • LinkedID: 关联ID(Google ID)
  • LinkedType: 关联类型(google)
  • PurchaseCount: 购买次数
  • PurchaseCurrencyCode: 购买货币代码
  • PurchaseTotalPrice: 总购买金额
  • Country: 国家
  • Timezone: 时区
  • Offset: 时间偏移
  • JoinPeriod: 注册时长

Unreal C++实现

头文件 (GoogleSignin.h)

// GoogleSignin.h
#pragma once

#include "CoreMinimal.h"
#include "Json.h"
#include "JsonUtilities.h"

// 응답 콜백 델리게이트
DECLARE_DELEGATE_OneParam(FOnGoogleSigninSuccess, const FString&);
DECLARE_DELEGATE_OneParam(FOnGoogleSigninError, const FString&);

class YOURPROJECT_API FGoogleSignin
{
public:

// 토큰 응답 구조체
struct FTokenData
{
FString AccessToken;
FString RefreshToken;

void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("AccessToken"), AccessToken);
JsonObject->TryGetStringField(TEXT("RefreshToken"), RefreshToken);
}
};

// 플레이어 응답 구조체
struct FPlayerData
{
FString UserUniqueID;
FString OpenID;
FString Nickname;
FString LinkedID;
FString LinkedType;
int32 PurchaseCount;
FString PurchaseCurrencyCode;
double PurchaseTotalPrice;
FString PurchaseVoidedCount;
FString PurchaseVoidedCurrencyCode;
FString PurchaseVoidedTotalPrice;
FString Country;
FString Timezone;
int32 Offset;
int32 JoinPeriod;

void FromJson(TSharedPtr<FJsonObject> JsonObject)
{
JsonObject->TryGetStringField(TEXT("UserUniqueID"), UserUniqueID);
JsonObject->TryGetStringField(TEXT("OpenID"), OpenID);
JsonObject->TryGetStringField(TEXT("Nickname"), Nickname);
JsonObject->TryGetStringField(TEXT("LinkedID"), LinkedID);
JsonObject->TryGetStringField(TEXT("LinkedType"), LinkedType);
JsonObject->TryGetNumberField(TEXT("PurchaseCount"), PurchaseCount);
JsonObject->TryGetStringField(TEXT("PurchaseCurrencyCode"), PurchaseCurrencyCode);
JsonObject->TryGetNumberField(TEXT("PurchaseTotalPrice"), PurchaseTotalPrice);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCount"), PurchaseVoidedCount);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedCurrencyCode"), PurchaseVoidedCurrencyCode);
JsonObject->TryGetStringField(TEXT("PurchaseVoidedTotalPrice"), PurchaseVoidedTotalPrice);
JsonObject->TryGetStringField(TEXT("Country"), Country);
JsonObject->TryGetStringField(TEXT("Timezone"), Timezone);
JsonObject->TryGetNumberField(TEXT("Offset"), Offset);
JsonObject->TryGetNumberField(TEXT("JoinPeriod"), JoinPeriod);
}
};

// 응답 구조체
struct FRes
{
FString ErrorCode;
FString Message;
FTokenData Token;
FPlayerData Player;

bool FromJson(const FString& JsonString)
{
TSharedPtr<FJsonObject> JsonObject;
TSharedRef<TJsonReader<>> Reader = TJsonReaderFactory<>::Create(JsonString);

if (FJsonSerializer::Deserialize(Reader, JsonObject) && JsonObject.IsValid())
{
JsonObject->TryGetStringField(TEXT("ErrorCode"), ErrorCode);
JsonObject->TryGetStringField(TEXT("Message"), Message);

const TSharedPtr<FJsonObject>* TokenObject;
if (JsonObject->TryGetObjectField(TEXT("Token"), TokenObject))
{
Token.FromJson(*TokenObject);
}

const TSharedPtr<FJsonObject>* PlayerObject;
if (JsonObject->TryGetObjectField(TEXT("Player"), PlayerObject))
{
Player.FromJson(*PlayerObject);
}

return true;
}
return false;
}
};

/**
* 구글 로그인 요청 전송
*/
static void Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError
);
};

实现文件 (GoogleSignin.cpp)

// GoogleSignin.cpp
#include "GoogleSignin.h"
#include "PlayNANOOHelper.h"
#include "HttpModule.h"
#include "Interfaces/IHttpRequest.h"
#include "Interfaces/IHttpResponse.h"

void FGoogleSignin::Send(
const FString& GoogleIdToken,
FOnGoogleSigninSuccess OnSuccess,
FOnGoogleSigninError OnError)
{
// 요청 데이터 생성 (기기 정보는 자동으로 포함됨)
TSharedPtr<FJsonObject> Body = FPlayNANOOHelper::CreateRequestBody();
Body->SetStringField(TEXT("linked_id"), GoogleIdToken);

// JSON 변환
FString JsonBody;
TSharedRef<TJsonWriter<>> Writer = TJsonWriterFactory<>::Create(&JsonBody);
FJsonSerializer::Serialize(Body.ToSharedRef(), Writer);

// HTTP 요청 생성
TSharedRef<IHttpRequest, ESPMode::ThreadSafe> Request = FHttpModule::Get().CreateRequest();
Request->SetURL(TEXT("https://service-account.playnanoo.com/api/v20240401/google/signin"));
Request->SetVerb(TEXT("PUT"));
Request->SetContentAsString(JsonBody);

// 공통 헤더 설정 (로그인 API이므로 인증 토큰 불필요)
FPlayNANOOHelper::SetCommonHeaders(Request, false);

// 응답 처리
Request->OnProcessRequestComplete().BindLambda(
[OnSuccess, OnError](FHttpRequestPtr Req, FHttpResponsePtr Res, bool bSuccess)
{
if (bSuccess && Res.IsValid())
{
FString Response = Res->GetContentAsString();
FRes Result;
if (Result.FromJson(Response))
{
if (Result.ErrorCode.IsEmpty())
{
// 성공
OnSuccess.ExecuteIfBound(Response);
}
else
{
// 에러 응답
OnError.ExecuteIfBound(Response);
}
}
else
{
// JSON 파싱 실패
OnError.ExecuteIfBound(TEXT("Failed to parse response"));
}
}
else
{
// HTTP 요청 실패
OnError.ExecuteIfBound(TEXT("HTTP request failed"));
}
}
);

// 요청 전송
Request->ProcessRequest();
}

使用示例

void UYourClass::GoogleLogin()
{
// Google 로그인 SDK를 통해 ID 토큰을 받은 후
FString GoogleIdToken = TEXT("구글_ID_토큰");

// 구글 로그인 요청 (기기 정보는 FPlayNANOOHelper가 자동으로 처리)
FGoogleSignin::Send(
GoogleIdToken,
FOnGoogleSigninSuccess::CreateLambda([](const FString& Response)
{
FGoogleSignin::FRes Result;
if (Result.FromJson(Response))
{
// 토큰 저장
FPlayNANOOHttpClient::AccessToken = Result.Token.AccessToken;

// 토큰 정보 출력
UE_LOG(LogTemp, Log, TEXT("AccessToken: %s"), *Result.Token.AccessToken);
UE_LOG(LogTemp, Log, TEXT("RefreshToken: %s"), *Result.Token.RefreshToken);

// 플레이어 정보 출력
UE_LOG(LogTemp, Log, TEXT("UserUniqueID: %s"), *Result.Player.UserUniqueID);
UE_LOG(LogTemp, Log, TEXT("OpenID: %s"), *Result.Player.OpenID);
UE_LOG(LogTemp, Log, TEXT("Nickname: %s"), *Result.Player.Nickname);
UE_LOG(LogTemp, Log, TEXT("LinkedID: %s"), *Result.Player.LinkedID);
UE_LOG(LogTemp, Log, TEXT("LinkedType: %s"), *Result.Player.LinkedType);
UE_LOG(LogTemp, Log, TEXT("Country: %s"), *Result.Player.Country);

// 구매 관련 정보 출력
UE_LOG(LogTemp, Log, TEXT("PurchaseCount: %d"), Result.Player.PurchaseCount);
UE_LOG(LogTemp, Log, TEXT("PurchaseTotalPrice: %.2f"), Result.Player.PurchaseTotalPrice);
UE_LOG(LogTemp, Log, TEXT("PurchaseCurrencyCode: %s"), *Result.Player.PurchaseCurrencyCode);
UE_LOG(LogTemp, Log, TEXT("Timezone: %s"), *Result.Player.Timezone);
UE_LOG(LogTemp, Log, TEXT("Offset: %d"), Result.Player.Offset);
UE_LOG(LogTemp, Log, TEXT("JoinPeriod: %d"), Result.Player.JoinPeriod);
}
}),
FOnGoogleSigninError::CreateLambda([](const FString& Error)
{
UE_LOG(LogTemp, Error, TEXT("구글 로그인 실패: %s"), *Error);
})
);
}
Google登录插件

在Unreal Engine中使用Google登录,需要安装Google Sign-In插件或集成原生SDK。

  • Android: Google Play Games Services
  • iOS: Google Sign-In SDK
ID Token颁发

需要通过Google OAuth登录获取ID Token。将此Token作为linked_id参数传递。